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System Organizations for Speech Understanding: Implications of Network and Multiprocessor Computer Architecture for A.I.

Classics

This paper considers various factors affecting system organization for speech understanding research. The structure of the Hearsay system based on a set of cooperating, independent processes using the hypothesize-and-test paradigm is presented. Design considerations for the effective use of multiprocessor and network architectures in speech understanding systems are presented: control of processes, interprocess communication and data sharing, resource allocation, and debugging are discussed.See also: IEEE Xplore.In IJCAI-73: THIRD INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE, 20-23 August 1973, Stanford University Stanford, California.


Computer Description of Textured Surfaces

Classics

This work deals with computer analysis of textured surfaces. Descriptions of textures are form­alized from natural language descriptions. Local texture descriptions are obtained from the directional and non-directional components of the Fourier transform power spectrum. Analytic expressions are de­rived for orientation, contrast, size, spacing, and in periodic cases, the locations of texture elements. The local descriptions are defined over windows of varying sizes.See also: ACM Digital Library.In IJCAI-73: THIRD INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE, Stanford University Stanford, California, 20-23 August


Analysis of the alpha-beta pruning algorithm

Classics

Dept. of Computer Science, Carnegie-Mellon University. "Many game-playing programs must search very large game trees. Use of the alpha-beta pruning algorithm instead of the simple minimax search reduces by a large factor the number of bottom positions which must be examined in the search. An analytical expression for the expected number of bottom positions examined in a game tree using alpha-beta pruning is derived, subject to the assumptions that the branching factor N and the depth D of the tree are arbitrary but fixed, and the bottom positions are a random permutation of ND unique values. A simple approximation to the growth rate of the expected number of bottom positions examined is suggested, based on a Monte Carlo simulation for large values of N and D. The behavior of the model is compared with the behavior of the alpha-beta algorithm in a chess playing program and the effects of correlation and non-unique bottom position values in real game trees are examined."




Identification of Conceptualizations Underlying Natural Language

Classics

in Roger Schank and Kenneth Colby (eds), Computer Models of Thought and Language, pp. 187-247, San Francisco: W. H. Freeman and Co., 1973



The proper treatment of quantification in ordinary English

Classics

The aim of this paper is to present in a rigorous way the syntax and semantics of a certain fragment of a certain dialect of English. Patrick Suppes claims, in a paper prepared for the present workshop [the 1970 Stanford Workshop on Grammar and Semantics], that at the present time the semantics of natural languages are less satisfactorily formulated than the grammars ¼ [and] a complete grammar for any significant fragment of natural language is yet to be written.'' This claim would of course be accurate if restricted in its application to the attempts emanating from the Massachusetts Institute of Technology, but fails to take into account the syntactic and semantic treatments proposed in Montague (1970a, b). Thus the present paper cannot claim to present the first complete syntax (or grammar, in Suppes' terminology) and semantics for a significant fragment of natural language; and it is perhaps not inappropriate to sketch relations between the earlier proposals and the one given below. Montague (1970b) contains a general theory of languages, their interpretations, and the inducing of interpretations by translation.


The Frame Problem and Related Problems in Artificial Intelligence

Classics

The frame problem arises in attempts to formalise problem--solving processes involving interactions with a complex world. It concerns the difficulty of keeping track of the consequences of the performance of an action in, or more generally of the making of some alteration to, a representation of the world. The paper contains a survey of the problem, showing how it arises in several contexts and relating it to some traditional problems in philosophical logic. In the second part of the paper several suggested partial solutions to the problem are outlined and compared. This comparison necessitates an analysis of what is meant by a representation of a robot's environment.